SND\AstrorEnales_cp ad1bc47a24 Working on all OpenGL classes and working on hardcore
error checking integration (later on this will be disabled).
2011-11-20 16:17:18 +00:00

396 lines
13 KiB
C#

using System;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using OpenTK.Platform;
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.Framework.Windows.GL3
{
/// <summary>
/// Native OpenGL implementation for a graphics device.
/// </summary>
public class GraphicsDeviceWindowsGL3 : INativeGraphicsDevice
{
#region Constants
private const float ColorMultiplier = 1f / 255f;
#endregion
#region Private
/// <summary>
/// Native graphics context.
/// </summary>
private GraphicsContext nativeContext;
/// <summary>
/// The OpenTK window info helper class to provide window informations
/// to the graphics device.
/// </summary>
private IWindowInfo nativeWindowInfo;
internal static VertexBufferGL3[] boundVertexBuffers =
new VertexBufferGL3[0];
internal static IndexBufferGL3 boundIndexBuffer;
internal static EffectGL3 activeEffect;
#endregion
#region Constructor
/// <summary>
/// Create a new OpenGL graphics context.
/// </summary>
/// <param name="presentationParameters">Parameters for the window
/// and graphics context.</param>
internal GraphicsDeviceWindowsGL3(
PresentationParameters presentationParameters)
{
ResetDevice(presentationParameters);
}
#endregion
#region ResetDevice
/// <summary>
/// Reset the graphics device with the given presentation paramters.
/// If a device is currently set, then we dispose the old one.
/// </summary>
/// <param name="presentationParameters">Parameters for the
/// graphics device.</param>
private void ResetDevice(PresentationParameters presentationParameters)
{
#region Validation
if (nativeContext != null)
{
nativeContext.Dispose();
nativeContext = null;
}
if (nativeWindowInfo != null)
{
nativeWindowInfo.Dispose();
nativeWindowInfo = null;
}
#endregion
// OpenGL Depth Buffer Size: 0/16/24/32
int depth = 0;
int stencil = 0;
switch (presentationParameters.DepthStencilFormat)
{
case DepthFormat.None:
break;
case DepthFormat.Depth16:
depth = 16;
break;
case DepthFormat.Depth24:
depth = 24;
break;
case DepthFormat.Depth24Stencil8:
depth = 24;
stencil = 8;
break;
}
nativeWindowInfo = Utilities.CreateWindowsWindowInfo(
presentationParameters.DeviceWindowHandle);
GraphicsMode graphicsMode = new GraphicsMode(
DatatypesMapping.SurfaceToColorFormat(
presentationParameters.BackBufferFormat),
depth, stencil,
// AntiAlias Samples: 2/4/8/16/32
presentationParameters.MultiSampleCount);
nativeContext = new GraphicsContext(graphicsMode, nativeWindowInfo);
nativeContext.MakeCurrent(nativeWindowInfo);
nativeContext.LoadAll();
}
#endregion
#region SetViewport
/// <summary>
/// Set the OpenGL viewport.
/// </summary>
/// <param name="viewport">Viewport data to set natively.</param>
public void SetViewport(Viewport viewport)
{
GL.Viewport(viewport.X, viewport.Y, viewport.Width, viewport.Height);
ErrorHelper.Check("SetViewport");
}
#endregion
#region Clear
private uint lastClearColor;
/// <summary>
/// Clear the current screen by the specified clear color.
/// </summary>
/// <param name="color">Clear color.</param>
public void Clear(ref Color color)
{
uint newClearColor = color.PackedValue;
if (lastClearColor != newClearColor)
{
lastClearColor = newClearColor;
GL.ClearColor(color.R * ColorMultiplier, color.G * ColorMultiplier,
color.B * ColorMultiplier, color.A * ColorMultiplier);
}
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
ErrorHelper.Check("Clear");
}
/// <summary>
/// Clear the current screen by the specified clear color and options.
/// </summary>
/// <param name="options">Clear options defining which components
/// should be cleared.</param>
/// <param name="color">Clear color.</param>
/// <param name="depth">Depth value.</param>
/// <param name="stencil">Stencil value.</param>
public void Clear(ClearOptions options, Vector4 color, float depth,
int stencil)
{
Color anxColor;
DatatypesMapping.Convert(ref color, out anxColor);
uint newClearColor = anxColor.PackedValue;
if (lastClearColor != newClearColor)
{
lastClearColor = newClearColor;
GL.ClearColor(anxColor.R * ColorMultiplier, anxColor.G * ColorMultiplier,
anxColor.B * ColorMultiplier, anxColor.A * ColorMultiplier);
}
ClearBufferMask mask = (ClearBufferMask)0;
if ((options | ClearOptions.Target) == options)
{
mask |= ClearBufferMask.ColorBufferBit;
}
if ((options | ClearOptions.Stencil) == options)
{
mask |= ClearBufferMask.StencilBufferBit;
}
if ((options | ClearOptions.DepthBuffer) == options)
{
mask |= ClearBufferMask.DepthBufferBit;
}
GL.ClearDepth(depth);
GL.ClearStencil(stencil);
GL.Clear(mask);
ErrorHelper.Check("Clear");
}
#endregion
#region Present
/// <summary>
/// Swap the graphics buffers.
/// </summary>
public void Present()
{
if (WindowsGameWindow.Form != null &&
WindowsGameWindow.Form.IsDisposed == false)
{
nativeContext.SwapBuffers();
}
}
#endregion
#region DrawIndexedPrimitives
public void DrawIndexedPrimitives(PrimitiveType primitiveType,
int baseVertex, int minVertexIndex, int numVertices, int startIndex,
int primitiveCount)
{
System.Diagnostics.Debug.WriteLine("GL: DrawIndexedPrimitives");
// TODO: baseVertex, minVertexIndex, numVertices, startIndex, primitiveCount
DrawElementsType elementsType =
boundIndexBuffer.elementSize == IndexElementSize.SixteenBits ?
DrawElementsType.UnsignedShort :
DrawElementsType.UnsignedInt;
GL.DrawElements(
DatatypesMapping.PrimitiveTypeToBeginMode(primitiveType),
numVertices, elementsType, 0);
ErrorHelper.Check("DrawElements");
}
#endregion
#region DrawInstancedPrimitives (TODO)
public void DrawInstancedPrimitives(PrimitiveType primitiveType,
int baseVertex, int minVertexIndex, int numVertices, int startIndex,
int primitiveCount, int instanceCount)
{
//GL.DrawArraysInstanced(
// DatatypesMapping.PrimitiveTypeToBeginMode(primitiveType),
// baseVertex, numVertices, instanceCount);
throw new NotImplementedException();
}
#endregion
#region DrawUserIndexedPrimitives (TODO)
public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType,
T[] vertexData, int vertexOffset, int numVertices, Array indexData,
int indexOffset, int primitiveCount, VertexDeclaration vertexDeclaration,
IndexElementSize indexFormat) where T : struct, IVertexType
{
//BeginMode mode = DatatypesMapping.PrimitiveTypeToBeginMode(primitiveType);
//if (indexFormat == IndexElementSize.SixteenBits)
//{
// ushort[] indices = new ushort[indexData.Length];
// indexData.CopyTo(indices, 0);
// GL.DrawElements(mode, numVertices, DrawElementsType.UnsignedShort,
// indices);
//}
//else
//{
// uint[] indices = new uint[indexData.Length];
// indexData.CopyTo(indices, 0);
// GL.DrawElements(mode, numVertices, DrawElementsType.UnsignedInt,
// indices);
//}
throw new NotImplementedException();
}
#endregion
#region DrawUserPrimitives (TODO)
public void DrawUserPrimitives<T>(PrimitiveType primitiveType,
T[] vertexData, int vertexOffset, int primitiveCount,
VertexDeclaration vertexDeclaration) where T : struct, IVertexType
{
throw new NotImplementedException();
}
#endregion
#region DrawPrimitives (TODO: check)
public void DrawPrimitives(PrimitiveType primitiveType, int vertexOffset,
int primitiveCount)
{
GL.DrawArrays(
DatatypesMapping.PrimitiveTypeToBeginMode(primitiveType),
vertexOffset, primitiveCount);
}
#endregion
#region SetVertexBuffers
public void SetVertexBuffers(VertexBufferBinding[] vertexBuffers)
{
boundVertexBuffers = new VertexBufferGL3[vertexBuffers.Length];
for (int index = 0; index < vertexBuffers.Length; index++)
{
System.Diagnostics.Debug.WriteLine("GL: SetVertexBuffer " + index);
boundVertexBuffers[index] =
(VertexBufferGL3)vertexBuffers[index].VertexBuffer.NativeVertexBuffer;
GL.BindBuffer(BufferTarget.ArrayBuffer,
boundVertexBuffers[index].BufferHandle);
ErrorHelper.Check("BindBuffer");
boundVertexBuffers[index].MapVertexDeclaration(
activeEffect.programHandle);
}
}
#endregion
#region SetIndexBuffer
public void SetIndexBuffer(IndexBuffer indexBuffer)
{
IndexBufferGL3 nativeBuffer =
(IndexBufferGL3)indexBuffer.NativeIndexBuffer;
if (boundIndexBuffer != nativeBuffer)
{
System.Diagnostics.Debug.WriteLine("GL: SetIndexBuffer");
boundIndexBuffer = nativeBuffer;
GL.BindBuffer(BufferTarget.ElementArrayBuffer,
nativeBuffer.BufferHandle);
ErrorHelper.Check("BindBuffer");
}
}
#endregion
public void SetRenderTargets(params RenderTargetBinding[] renderTargets)
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(Rectangle? rect, T[] data,
int startIndex, int elementCount) where T : struct
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(T[] data) where T : struct
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(T[] data, int startIndex, int elementCount) where T : struct
{
throw new NotImplementedException();
}
public void ResizeBuffers(PresentationParameters presentationParameters)
{
throw new NotImplementedException();
}
public bool VSync
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
}
}